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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class ArmBow : MonoBehaviour
- {
- [SerializeField] AnimationPlayer AP_arm;
- [SerializeField] AnimationPlayer AP_bow;
- [SerializeField] GameObject arrow;
- [SerializeField] BowCamera bowCamera;
- public HashSet<TargetBody> validTargets = new HashSet<TargetBody>();
- public int shootBackTime = 0;
- private bool canShoot = false;
- private bool pulling = false;
- private bool readying = false;
- //禁止准备的外部接口
- public bool banReady = false;
- //禁止射击的外部接口
- public bool banShoot = false;
- public static ArmBow ins;
- public Quaternion[] recordRotations = new Quaternion[100];
- public float[] recordRotationVars = new float[99];
- public int recordCount = 0;
- void Start()
- {
- ins = this;
- this.readyShoot();
- //initdata
- int currentShootLevel = LoginMgr.myUserInfo.shootLevel;
- int[] shootBackTimes = {0, 1, 5};
- shootBackTime = shootBackTimes[currentShootLevel];
- }
- void FixedUpdate()
- {
- if (this.canShoot)
- {
- if (DebugBowPower.ins) DebugBowPower.ins.DoUpdate();
- }
- }
- void Update()
- {
- if (Input.GetKeyDown(KeyCode.Q))
- {
- this.ADS_fire();
- }
- if (this.pulling) {
- this.bowCamera.updateFollowPullBow();
- }
- else if (!this.canShoot)
- {
- this.bowCamera.updateGiveUpPullBow();
- }
- }
- void onComplete(AnimationPlayerCompleteResult res) {
- if (res.index == 0) {
- this.readying = true;
- this.idle();
- this.Invoke("idleToADS", 0.1f);
- }
- else if (res.index == 2) {
- this.ADS_idle();
- }
- }
- public void ready() {
- if (banReady) return;
- GameMgr.ins.gameMode.PauseTimeCounting(this);
- GameMgr.ins.gameMode.onBowReady();
- this.arrow.SetActive(true);
- AP_arm.play(0, WrapMode.Once);
- AP_bow.play(0, WrapMode.Once);
- AP_arm.completeCallback = onComplete;
- this.pulling = false;
- this.canShoot = false;
- }
- void idle() {
- AP_arm.play(1, WrapMode.Loop);
- AP_bow.play(1, WrapMode.Loop);
- AP_arm.completeCallback = null;
- this.pulling = false;
- this.canShoot = false;
- if (DebugBowPower.ins) DebugBowPower.ins.Init();
- }
- public void idleToADS() {
- AP_arm.play(2, WrapMode.Once);
- AP_bow.play(2, WrapMode.Once);
- AP_arm.completeCallback = onComplete;
- this.pulling = true;
- this.canShoot = false;
- }
- void ADS_idle() {
- GameMgr.ins.gameMode.ResumeTimeCounting(this);
- this.canShoot = true;
- this.pulling = false;
- if (DebugBowPower.ins) DebugBowPower.ins.PullFinish();
- }
- public void ADS_fire() {
- if (!canShoot || banShoot || GameMgr.ins.gamePause) return;
- GameMgr.ins.gameMode.onBowShoot();
- this.pulling = false;
- this.canShoot = false;
- this.readying = false;
- AP_bow.play(0, WrapMode.Once);
- this.arrow.SetActive(false);
- shoot();
- }
- public void readyShoot() {
- this.bowCamera.setFieldOfView(60, false);
- // this.gameObject.SetActive(true);
- this.ready();
- }
- void shoot() {
- RaycastHit raycastHit = CrossHair.ins.GetRaycastHit();
- // 筛选出一个稳定的发射角度---start
- Quaternion best_rotation = this.bowCamera.transform.rotation;
- if (recordCount >= recordRotations.Length) {
- int single_check_count = 6;
- float min_wave = float.MaxValue;
- for (int i = 0; i < recordRotationVars.Length; i++)
- {
- recordRotationVars[i] = Quaternion.Angle(recordRotations[i], recordRotations[i + 1]);
- if (i >= single_check_count - 1)
- {
- float wave = 0;
- for (int j = i; j > i - single_check_count; j--)
- {
- wave += recordRotationVars[j];
- }
- if (wave < min_wave)
- {
- min_wave = wave;
- int best_rotation_index = i - single_check_count + 1 - this.shootBackTime;
- if (best_rotation_index < 0) best_rotation_index = 0;
- best_rotation = recordRotations[best_rotation_index];
- }
- }
- }
- }
- // if (recordCount >= recordRotations.Length) {
- // int single_check_count = 6;
- // float min_wave = float.MaxValue;
- // for (int i = 0; i < recordRotationVars.Length; i++)
- // {
- // recordRotationVars[i] = Quaternion.Angle(recordRotations[i], recordRotations[i + 1]);
- // if (i >= single_check_count - 1)
- // {
- // float wave = 0;
- // for (int j = i; j > i - single_check_count; j--)
- // {
- // wave += recordRotationVars[j];
- // }
- // if (wave < min_wave)
- // {
- // min_wave = wave;
- // best_rotation = recordRotations[i - single_check_count + 1];
- // }
- // }
- // }
- // }
- // 筛选出一个稳定的发射角度---end
-
- Vector3 shootOutPosition = this.bowCamera.transform.position;
- //如果弓指向太过朝下,在弓口发射可能会射穿地面,因此需要角度适当时,才从弓口射出。
- if (BowCamera.ins.transform.localEulerAngles.x < 30) shootOutPosition += this.bowCamera.transform.forward * 1.5f;
- GameObject arrowCopy = GameObject.Instantiate(this.arrow, shootOutPosition, best_rotation);
- Vector3 s1 = arrowCopy.transform.localScale;
- Vector3 s2 = bowCamera.transform.localScale;
- arrowCopy.transform.localScale = new Vector3(s1.x * s2.x, s1.y * s2.y, s1.z * s2.z);
- // arrowCopy.transform.LookAt(rayHitPoint);
- Arrow arrowComp = arrowCopy.AddComponent<Arrow>();
- arrowComp.armBow = this;
- arrowComp.shootOutPosition = shootOutPosition;
- arrowComp.raycastHit = raycastHit;
- // Arrow.speed = DebugBowPower.ins.getPowerPercent() * 100f;
- // Arrow.speed = BaseSpeedSlider.ins.getValue();
- // Arrow.speed = Mathf.Pow(ShootCheck.ins.shootSpeed, ShootCheck.ins.shootSpeed < 13 ? 2f: (ShootCheck.ins.shootSpeed < 15 ? 2.5f : 3.0f));
- if (ShootCheck.ins && !GameMgr.debugInEditor)
- {
- Arrow.speed = GameMgr.RealSizeToGameSize(ShootCheck.ins.shootSpeed);
- }
- arrowCopy.SetActive(true);
- arrow.SetActive(false);
- AudioMgr.ins.PlayShoot(AudioMgr.GetAudioSource(arrowCopy));
- // this.gameObject.SetActive(false);
- }
- public void OnEnable()
- {
- AudioMgr.GetAudioSource(this.gameObject).clip = null;
- }
- public void Hide()
- {
- this.transform.localScale = Vector3.zero;
- }
- public void Show()
- {
- this.transform.localScale = new Vector3(1, 1, 1);
- }
- public bool NeedCrossHair()
- {
- return canShoot;
- }
- //debug
- public void mouseDown()
- {
- if (!this.readying) return;
- if (this.pulling || this.canShoot) return;
- this.idleToADS();
- }
- public void mouseUp()
- {
- if (!this.readying) return;
- if (this.pulling) {
- this.idle();
- } else if (this.canShoot) {
- this.ADS_fire();
- }
- }
- }
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